mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
325 lines
13 KiB
C++
325 lines
13 KiB
C++
#include <iostream>
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#include <cmath>
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <GLFW/glfw3.h>
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// Other Libs
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#include <SOIL.h>
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// GLM Mathematics
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// Other includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/filesystem.h>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void do_movement();
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// Window dimensions
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const GLuint WIDTH = 800, HEIGHT = 600;
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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GLfloat lastX = WIDTH / 2.0;
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GLfloat lastY = HEIGHT / 2.0;
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bool keys[1024];
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// Light attributes
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glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
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// Deltatime
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GLfloat deltaTime = 0.0f; // Time between current frame and last frame
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GLfloat lastFrame = 0.0f; // Time of last frame
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// The MAIN function, from here we start the application and run the game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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// Set all the required options for GLFW
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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// Create a GLFWwindow object that we can use for GLFW's functions
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GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// GLFW Options
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
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glewExperimental = GL_TRUE;
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// Initialize GLEW to setup the OpenGL Function pointers
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glewInit();
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// Define the viewport dimensions
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glViewport(0, 0, WIDTH, HEIGHT);
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// OpenGL options
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glEnable(GL_DEPTH_TEST);
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// Build and compile our shader program
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Shader lightingShader("lighting_maps.vs", "lighting_maps.frag");
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Shader lampShader("lamp.vs", "lamp.frag");
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// Set up vertex data (and buffer(s)) and attribute pointers
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GLfloat vertices[] = {
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// Positions // Normals // Texture Coords
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
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};
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// First, set the container's VAO (and VBO)
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GLuint VBO, containerVAO;
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glGenVertexArrays(1, &containerVAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindVertexArray(containerVAO);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
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glEnableVertexAttribArray(2);
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glBindVertexArray(0);
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// Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube))
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GLuint lightVAO;
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glGenVertexArrays(1, &lightVAO);
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glBindVertexArray(lightVAO);
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// We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need.
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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// Set the vertex attributes (only position data for the lamp))
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); // Note that we skip over the other data in our buffer object (we don't need the normals/textures, only positions).
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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// Load textures
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GLuint diffuseMap, specularMap;
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glGenTextures(1, &diffuseMap);
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glGenTextures(1, &specularMap);
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int width, height;
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unsigned char* image;
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// Diffuse map
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image = SOIL_load_image(FileSystem::getPath("resources/textures/container2.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glBindTexture(GL_TEXTURE_2D, diffuseMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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// Specular map
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image = SOIL_load_image(FileSystem::getPath("resources/textures/container2_specular.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glBindTexture(GL_TEXTURE_2D, specularMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Set texture units
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lightingShader.Use();
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glUniform1i(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 0);
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glUniform1i(glGetUniformLocation(lightingShader.Program, "material.specular"), 1);
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// Game loop
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while (!glfwWindowShouldClose(window))
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{
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// Calculate deltatime of current frame
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GLfloat currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
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glfwPollEvents();
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do_movement();
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// Clear the colorbuffer
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Use cooresponding shader when setting uniforms/drawing objects
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lightingShader.Use();
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GLint lightPosLoc = glGetUniformLocation(lightingShader.Program, "light.position");
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GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos");
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glUniform3f(lightPosLoc, lightPos.x, lightPos.y, lightPos.z);
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glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z);
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// Set lights properties
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glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), 0.2f, 0.2f, 0.2f);
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glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"), 0.5f, 0.5f, 0.5f);
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glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f);
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// Set material properties
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glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 32.0f);
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// Create camera transformations
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glm::mat4 view;
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view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
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// Get the uniform locations
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GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model");
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GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view");
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GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection");
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// Pass the matrices to the shader
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
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// Bind diffuse map
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, diffuseMap);
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// Bind specular map
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, specularMap);
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// Draw the container (using container's vertex attributes)
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glBindVertexArray(containerVAO);
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glm::mat4 model;
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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// Also draw the lamp object, again binding the appropriate shader
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lampShader.Use();
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// Get location objects for the matrices on the lamp shader (these could be different on a different shader)
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modelLoc = glGetUniformLocation(lampShader.Program, "model");
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viewLoc = glGetUniformLocation(lampShader.Program, "view");
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projLoc = glGetUniformLocation(lampShader.Program, "projection");
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// Set matrices
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
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model = glm::mat4();
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model = glm::translate(model, lightPos);
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model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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// Draw the light object (using light's vertex attributes)
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glBindVertexArray(lightVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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// Swap the screen buffers
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glfwSwapBuffers(window);
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}
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// Terminate GLFW, clearing any resources allocated by GLFW.
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glfwTerminate();
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return 0;
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}
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// Is called whenever a key is pressed/released via GLFW
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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if (key >= 0 && key < 1024)
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{
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if (action == GLFW_PRESS)
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keys[key] = true;
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else if (action == GLFW_RELEASE)
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keys[key] = false;
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}
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}
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void do_movement()
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{
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// Camera controls
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if (keys[GLFW_KEY_W])
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (keys[GLFW_KEY_S])
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (keys[GLFW_KEY_A])
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (keys[GLFW_KEY_D])
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camera.ProcessKeyboard(RIGHT, deltaTime);
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}
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bool firstMouse = true;
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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GLfloat xoffset = xpos - lastX;
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GLfloat yoffset = lastY - ypos; // Reversed since y-coordinates go from bottom to left
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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} |